public IItem CreateSwordItem(SpriteBatch spriteBatch, Vector2 startingPos, bool kept, bool resetKept, int type) { IItem add = new SwordItem(this.spriteBatch, textures["sword"], startingPos, kept, resetKept, type); RoomItems.Instance.AddItem(add); return(add); }
public Item QuickSetEquipment(Item item) { if (item is HeadItem) { HeadItem head = item as HeadItem; HeadItem old = _headSlot.ChangeItem(head); return(old); } else if (item is FootItem) { FootItem foot = item as FootItem; FootItem old = _footSlot.ChangeItem(foot); return(old); } else if (item is BodyItem) { BodyItem body = item as BodyItem; BodyItem old = _bodySlot.ChangeItem(body); return(old); } else if (item is SwordItem) { SwordItem sword = item as SwordItem; return(_swordSlot.ChangeItem(sword)); } return(item); }
public List <SwordItem> GetAllSwords() { List <SwordItem> swords = new List <SwordItem>(); for (int i = 0; i < m_items.Count; ++i) { SwordItem sword = m_items[i] as SwordItem; if (sword != null) { swords.Add(sword); } } return(swords); }
public override List <InventoryItem> UpdateInventoryWeapons(InventoryManager playerInventory, InventoryManager bodyInventory) { List <SwordItem> playerSwords = playerInventory.GetAllSwords(); List <InventoryItem> ret = new List <InventoryItem>(); defaultSword = bodyInventory.defaultSword; defaultSword.manager = playerInventory; ret.Add(defaultSword); for (int i = 0; i < playerSwords.Count; ++i) { ret.Add(playerSwords[i]); } WeaponSelectionUI.instance.SetAvailableWeapons(ret); UpdateWeaponSelectedUI(playerInventory.equippedSword); playerInventory.OnNewSwordEquipped += UpdateWeaponSelectedUI; return(ret); }
public void setItem(Item item) { this.item = item; this.GetComponent <SpriteRenderer>().sprite = item.itemSprite; Debug.Log(item.name); if (item is SwordItem) { SwordItem ti = (SwordItem)item; Debug.Log("Attack= " + ti.attack); } if (item is ShieldItem) { ShieldItem ti = (ShieldItem)item; Debug.Log("Attack= " + ti.defense); } foreach (KeyValuePair <ItemBonus, float> entry in item.bonuses) { Debug.Log("Additional " + entry.Key + "= " + entry.Value); } }
private void Awake() { m_items = new List <InventoryItem>(); if (defaultSwordData != null) { defaultSword = new SwordItem(defaultSwordData.weaponSprite, defaultSwordData); defaultSword.manager = this; equippedSword = defaultSword; } if (defaultStaffData != null) { defaultStaff = new ShooterItem(defaultStaffData.shooterSprite, defaultStaffData, true); defaultStaff.manager = this; equippedStaff = defaultStaff; } if (defaultBowData != null) { defaultBow = new ShooterItem(defaultBowData.shooterSprite, defaultBowData, false); defaultBow.manager = this; equippedBow = defaultBow; } }
public void EquipSword(SwordItem newSword) { inventoryObject.EquipSword(newSword); sword.AddItem(newSword); sword.ShowIcon(true); }
private void UpdateWeaponSelectedUI(SwordItem sword) { WeaponSelectionUI.instance.ShowSelectedWeapon(sword); }
public void RemoveSword() { sword = null; }
public void EquipSword(SwordItem newSword) { sword = newSword; }
public SwordBuilder() { sword = new SwordItem(); }